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Red Robot Revenge

May 18, 2008

I’ve been playing this one for over a year now, pulling it out when I’m in the mood for goofy shenanigans, and it continues to bring a smile to my face.

In part, this is because of my affection for the Manhunters, as inspired when DGL was released by Jonboy Meyers’ artwork, but I think I can attribute a lot of it to happy memories of being thoroughly vindictive, while simultaneously screwing over large, beaty decks.

While I can’t take credit for the initial build (Oh, how I wish I could – or even that I could remember where I found the idea initially, so I could thank that deckbuilder), the deck that I refer to as Red Robot Revenge is too much fun (when it works!) to leave out of the Lost Hemisphere.

  • Characters:
  • 4x Longshot: Rebel Freedom Fighter
  • 14x Manhunter Sniper: Army
  • 14x Manhunter Soldier: Army
  • 4x MH Conqueror: Grandmaster
  • Plot Twists:
  • 4x Plans Within Plans
  • 4x Burn Rubber
  • 4x Cover Fire
  • 4x Conscription
  • 4x War Without End
  • Locations:
  • 4x Birthing Chamber 

Sometimes the best concepts are the simplest. With Red Robot Revenge, the concept is basically spite.

Using Longshot, Consription and a Birthing Chamber, load your board as best you can with Manhunter Snipers (Soldiers if you need a little muscle). Every time your opponent hits you and knocks you to lesser END, burn him with the Snipers to make sure he’s just as badly hurt as you are… then, come turn 6, drop the Conqueror, chain exhausting your army characters to his readying effect, and you can pretty much burn your opponent for twice as much endurance as you have characters on the board.

While you want to take damage for the first few turns, so that you can make sure to burn them to within kill range with the snipers, Cover Fire and Burn Rubber provide the safety net to make sure you don’t take TOO much damage. War Without End can help keep your little fellas around, and Plans Within Plans lets you recycle all of those plot twists you’ve played from hand.

Seriously, there’s nothing like bouncing a Lost City pumped 5-drop Magneto who thought he’d get a 20+ ATK slam though an unreinforcable Sniper, by playing and then recurring Cover Fires. :)

Now, I admit that this deck hasn’t been updated since, well, DJL, and there’s certainly other options (Fire Support really annoys combat decks too) but this one’s still just generally a bit of fun.

Pull out those golden-age cards and sit at the kitchen table with shiny red robots. It’s fun for all the family!

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